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Found 20 results

  1. add a system that tracks errors between mods so other authors can see them. like when you track errors on server then fix your Gus.ini or game.ini with the error report that would be cool. for example if a mod creator gets told of an incompatibility in a direct msg or on discord and gets given all the ids of their mods their using. they merely need to load up those ids for themself with there mod and it will read the errors so they can see and identify which mod specifically is interacting with their mod incorrectly reading the name of the mod and the log report of errors from them. Allowing modders to respond much faster and maybe helping them stress less over fixes. you know if this isn’t already added for them.
  2. For aberration i whish that basilisks get the love and attention they deserve in form of a tlc to make them breedable. They are so unique and cool creatures and i really dont see why they shouldnt be breedable
  3. 1. Non dedicated server aka single player it always ask for a password to join server it’s been like this since launch, but there’s only an option to set admin password and even if you tell someone it the can’t ever join. It’s like server password was chosen without ever choosing to enable it. This option should be added going forward. 2. It waould be nice to give the server owner the ability to disable all structure snapping for pc unofficial servers, but keep snapping on so only owners can disable it so we can freely build anything that way this doesn’t affect pvp on official or sotf. 3. I’ve heard sotf is important to have pvp fog and a certain density of foliage right. You should definitely make it impossible to activate only grass.enable 0 & r.fog 0 in sotf. I think pve should be able to use all render settings. And official should only be able to use all render settings on pve, but official pvp should have r.fog 0 & grass.enable 0 disabled. Then you can set a acceptable amount of foilaige for sotf and official pvp servers. Giving ample, but fair coverage for your pvp players. Cause volumetriccloud is crucial too keep for fps boost as well as most settings that are render. 4. keep all render settings usable for unofficial servers unless in the future you add a way for server renters to add render settings in Gus.ini to choose that stuff themselves I believe grass.enable 0 & r.fog 0 should be allowed always for unofficial unless you add these 2 in the Gus.ini later for the owner to control for their unofficial pvp servers. clean see through water is like the best I can’t live without out it and keeps my eye strain down plenty for my age. 5. An option in Gus.ini to add r. Settings in for pc unofficial one day so we don’t after re-enter them everytime after restarting the game atleast for rentable servers. I play on series x Xbox incase your wondering what console I’m on.
  4. I would like to suggest if its possible and popular enough that a type of new official server could be set raid hours. What I mean by this is for more casual players who want to play PVP as well as not be offlined every single night on an official server could have a server type that only allows building damage during a set time period each day. This would not only allow for casual PVP players to have a fighting chance of actually building up, but it will also encourage a pvp enviroment of online combat versus simply waiting for your oppenent to go to work or bed and then deleting their base, tames, and items. An example would be say a North American West Coast server that has building damange enabeled from 1700-2359 pacific standard time 7 days a week. Outside of those times enemy tribes and players would not be able to damage building structures but could still damage players and player tames. So essentially the open world pvp continues 24 hours a day on the server but the base raiding is only open during a time block. This time block could be adjusted for weekends to be larger since the most common work week schedule is M-F. Over my many hours of playing Ark Ascended I have run into and chatted with many players. The largest common complaint or change ive ever heard requested is the exact setup I described above that limits building damage to set hours each day. People enjoy defending their base and the combat that comes from that as well as people enjoy defenders being at the base and the combat and fun you get from being on both sides of the event.
  5. I've noticed when I'm out farming solo which takes a lot of time by the way my anky oftentimes swing randomly at metal nodes before I get on it I was thinking why don't they implement a feature called auto harvest I see they try to implement this feature but it's either not working properly or not implemented in a way that Adds quality life to the game so if wild card is looking at this please add a feature called auto harvesting where I don't have to get off my tame and get it on another just to hit a rock my tame should be doing that for me.
  6. I feel it is tedious needing to use the radial wheel on controller to ride a Diplocaulus. Taking Oxygen should be in the radial wheel. I cannot count how many of them I’ve lost or myself died because of the precious seconds it wastes. It also prevents you from cuddling them as well. Also on controller, pressing “Take All” from an inventory (like a supply drop for instance) with LB/L1 should be prioritized over “Transfer All” to said inventory. Needing to go all the way up to the transfer button with the alternative being transferring all of your inventory to the drop before being able to take it is ludicrous in a pinch. Please return it to how it was in ASE where LB/R1 is only “Take All” and return the need to manually press the “Transfer All” button since this functionality isn’t needed as often. Or simply swap the order of Take All and Transfer All with our current set up and putting Take All first. There’s also the (to my knowledge) no way to equip bait on a fishing rod without using the mouse mode. It’s not unplayable, but it’s slightly tedious needing to swap the setting around as someone that prefers playing with the mouse mode disabled. This can be fixed by the ability to click an item with A/X to highlight it and click the second item to equip like it was in ASE. Correct me if there is a way already in ASA. Also please remove or increase the area cap for generators. As someone that prefers playing Official, this restriction is just tedious even for medium sized bases. There are probably more issues/oversights that I am forgetting, but I am treating this as a means to spark more ideas from others.
  7. I'm awful with names, but thinking something along the lines of research desk. It would allow the player to basically grind blueprints and get "blueprint shards" from it. (once again awful with names. Players could then use blueprint shards to do any or all of the features outlined below if wildcard likes the idea of course. Note the amounts of shards given should correlate to the grinded blueprints tier and what it is for example an ascendant torch bp should give less than an ascendant rex saddle bp. 1. Upgrade or reroll blueprints the player currently has. A. This would NOT allow players to exceed current tier caps or go under them in the case of resources, but thinking something along the lines of you spend X blueprint shards depending on what blueprint your upgrading and it would allow you to do any or all of the following: a. increase tier quality b. increase damage, armor, durability, hypothermic resist, or hyperthermic resist,, c. decrease resource cost B. conversely to the above if wildcard likes this idea, but want to keep more of an RNG feel instead of upgrading the above instead it could just be rerolling 2. Create a blueprint using blueprint shards A. at the research desk the player would be able to create a new blueprint using blueprint shards. For example the player could use a blueprint shards to make a longneck bp. a. I think for this feature to stay balanced it would only create primitive BP's and the player would then need to spend more shards to upgrade/reroll it. b. to not destroy the current engram point system this would also need to be restricted to only bp's that can currently be found and not any item in the entire game. c. i don't think i have to say this one, but of course tek bp's could not be allowed to be created using this system. (don't think i see an issue with them being upgraded/rerolled though... more thought required) 3. Create a limited run copy of a bp. A. The player would be able to spend blueprint shards to create a copy of one of their blueprints, but it would only have a limited number of runs like fishing pole bp's or tek bp's. Final thoughts: I have not seen any ideas like this on the forums, but if its already been suggested and i missed it my bad. I don't think any mods exist that actually use a system like this, came across upgrade station, but that seems... totally busted. I would love to see this on official servers and to clarify for everyone. The goal of this system is not to have people stop running drops but instead give the player a way to make the thing they want instead of running 100's of drops hoping to get the thing they are looking for. instead of they run 100's of drops and don't get what they are looking for they now have the option to destroy all of those blueprints to make the one they wanted. I think a lot of testing would have to go into what it costs to upgrade/reroll a blueprint, and if you wanted to add some more depth (grind) to this system you could also separate blueprint shards into categories for example: saddle blueprint shards, Weapon blueprint shards, and armor blueprint shards. Anyone who takes the time to read this please let me know what you honestly think of this idea and or if you think of something that could be added to this system.
  8. Hi, everyone. So after being excited to play after purchasing ASA, ready to get building and taming like many other players, I found myself, also like other players no doubt, completely disappointed and frustrated by the amount of unnecessary Pillaring and land grabbing on official PVE servers by these players who have some sort of entitlement issue to fulfil. I understand this is a problem on PVP too but of course more with PVE servers, this issue needs to be addressed and the fact this is still an ongoing issue is ridiculous to say the least, it’s completely game breaking for many players. Let’s just put it this way, the servers I logged onto were so clogged with pillars I couldn’t even build a 1x1 Dino trap in most places let alone a decent base. So, It got me thinking about how this could be dealt with so new PVE players can actually login and enjoy the game and those who want to exploit pillars can’t do that. This is of course just a suggestion in which I’m sure elements of this or maybe even a lot of it has already been suggested before but it needs to be raised again for sure because ASA has so much potential to be a great game but this just ruins it. I’d love to hear your thoughts on it and any other suggestions for this issue of course because for me I find the game unplayable like this and that’s without the Dino cap limit right now and optimisation issues. Please read through the whole suggestion before replying. A single (free) dedicated plot area for each player ACCOUNT not character Ok, so I know an area plot idea has been suggested before and others have said how it could be implemented but here’s how I think it could work. Once logging onto a server, you head to the location you’d like to build, if it’s clearly empty, you craft your first foundation to place, some have suggested a flag for this purpose, and as you press to place the first object, the map opens to show you the plot area which once item is placed, now belongs to you, that’s your land. If it overlaps with another player plot then it will not allow you to place the object/flag to claim that land so you’d have to move on or adjust placement. However, the area size is level based, just an example but Lvl 1-50 is small, lvl 51-85 is medium and Lvl 86+ is large this gives a more rewarding feeling if you know you can upgrade and build a larger base the more you level up. Of course before placing a plot flag or foundation the game would need to take into account the largest area size limit not to block an expansion as you level. You cannot build anything outside of that area, that is yours but bare with me as I have thought of some exceptions for this and how they would work which I will explain later in my post but first the issue with those who want additional plots. Possible PAID additional player area plots 2-3, 1 free 2 paid(?) max per ACCOUNT not character Of course there are players who only want one base which is why one free plot is available to all players but Again this next part is just a suggestion, don’t jump down my throat. So, you may be thinking, “why are you suggesting paid content for something I already paid for?”. Well, like mods will be paid for in ASA now, I’m happy and maybe others would be too, to pay a bit extra for additional content/privilages which are beneficial to my enjoyment of the game, and just think, all of that additional revenue can go towards improving ASA for everyone, I think personally that if a player wants to build multiple building plots then you could unlock these by paying either a fair one off fee or a smaller monthly subscription fee in which these paid plots would have double the decay time but if the base does decay or you want to move you can pickup replace your second or third area plot flag somewhere else so there’s no paying over and over for these. So every player gets a free plot but players can then choose if they want additional plots. This of course would be locked to to steam/xbox/nintendo/ps account and not the character so players can spam creating multiple characters just for free plots. This I think would in turn reduce the amount of overall small huts, spawn blockers and pillars because you can only build in those plot areas you own (max 3) and unless you want to pay good money just to place pillars then it’s your wasted money not someone’s enjoyment of the game. This could also stop people pointlessly blocking large areas of land for no reason such as the volcano etc. the block would be coming out of your pocket so joke would be on you and you’d just be trolling yourself financially for no gain. Building outside of your plot area: traps, rafts and platform saddles Ok, so I know some of you are probably wondering how you are meant to build Dino traps or rafts if you can’t build outside of your plot area. Well, here’s what I think could work. I have two ideas. ASA could implement, unlockable via levelling, prebuilt dino traps for small, medium and large Dinos. These can be placed outside of your build area for a maximum time of (insert Dino with highest tame time) which then auto decays after this or depending on which Dino you trap, auto decays when the Dino inside has been successfully tamed. These traps can only be placed one per however many meters and if not used will auto decay in an hour maybe even half that time if no Dino is inside being tamed. That’s my first idea, the second is ASA implementing a small, medium and large Dino trap custom blueprint unlocked via levelling. We all have our favourite ways to build traps so how this works is, you build your custom trap which has a build limit for a small, medium or large Dino and then it can be saved as a blueprint using the unlocked item maybe a scanner sort of device, it then works like the other trap idea where it can be placed but only for a certain amount of time and then decays, or when the Dino is tamed, maybe even allow other players to build traps next to each other because after a certain time they will decay anyway or maybe have traps not abide by plot areas within a certain distance and if a trap is placed near another base it’s timer is halved unless a Dino is being a rocky tamed. I thought maybe The small and medium traps from either the first or second idea can both snap to the raft for easy raft traps. As for those who want to build on rafts and platform saddles, have them work in a way that they have vastly reduced auto decay timers if outside your initial plot areas or if they aren’t being used. This helps stop players leaving raft bases everywhere and also gives them incentive to travel back to their main base with their raft or platform saddled Dino. Same could work for players leaving tamed Dinos everywhere give them vastly reduced decay timers if outside the main base plot area. Again, this is Incentive to not leave your tames lying around or they’ll be gone when you log back in after a set period of time.. but then with tames Dinos left in the wild I don’t think there’s an issue with letting us build near them to begin with. Anyway.. So, those are my suggestions on the Pillering issue, I’m sure there will be players that say “play unofficial” which isn’t a fix and I’m sure there are pros and cons to the suggestions I made but I’d love to hear what you think, what could work what wouldn’t but please, if you think they could work upvote this post so we can get it to the devs, I just want to be able to join a server and play not be blocked at every turn by selfishness or people thinking they have the right to police official servers. ASA has such great potential and a long life ahead of it but this should be available for everyone that wants to play, PVP/PVE Official, or otherwise. Thanks for reading… if you did! 😂
  9. So... I'm happy that a bit of a change has been made to allow specifying something should be auto crafted. But it looks like you can only specify one thing to be auto crafted rather than an entire folder. From the patch notes I interpreted this to be an entire class of things, like everything in the "Consumables" folder, which would make the industrial cooker far more useful. I regularly make healing brews and sweet veggie cakes, and try to make the various other foods. It would be nice if I could just dump all the necessary resources onto my industrial cooker and have it go at making whatever it has available in tandem like auto crafting normally would, without it making dyes as well. Basically, can you add the ability to disable things from being auto crafted? I'd rather click on the Dyes folder and just set that to be ignored... Barring that, can we have a list of "these are all the things that should be auto crafted" rather than just a single item?
  10. Granting that buildings now in ARK Survival Ascended has a Snowy Effect when building at the Snowy Biome, I'm thinking why not also apply it on humans and creatures (can be optionally turned on & off in the settings). It may look simple but the visual cue of the environment aside from the ambience can further add to the immersion. Dynamic Environmental Effects such as Mud, Moss, Snow, Rain, Ash, Sand, Radiation, Corruption, Poison Please look at the examples below:
  11. Dear developers! Once again I would like to ask you to open an official cluster of Offline Raid Protection servers. The thing is that I, as well as many other players, have been playing ARK: Survival Evolved for years on the official PVP-ORP cluster. At some point, the developers closed all the official servers with the words that all the same official servers will soon appear in the remaster of the game - ARK: Survival Ascended. It is for this reason that I and many other fans of this mode bought ARK: ASA, hoping that they will be able to return to their favorite servers and enjoy our favorite game again. But what was my surprise that this mode is simply absent in ASA. From the first day the game appeared in my library, I tried to get in touch with the developers to get the word out. I created discussions in Steam, wrote repeatedly in the official ARK Discord and even participated in discussions here on this forum. But never got any clear answer. I realize that the game is still in development and the developers have a lot of things to do to improve ARK ASA. I'm not asking or in any way demanding to open an official ORP cluster immediately, I just want to know some information about future plans, since again, I and many other players can't find a place in the remaster. Their home and comfort was taken away from ARK: Survival Evolved, but they didn't get it back in ARK: Survival Ascended.
  12. Hello. There are a lot of people named "Human" running around, including myself. It would be very cool if we could change the name of our character.
  13. Ever since the TLC of the argy, the quetzal has been less and less used. They are basly a flying raft right now used mostly for moving dinos and taming with cannons. When cryo pods come out again they will be used even less. I really believe this big bird needs a TLC. My suggestion for a start would be to lower weight on ammo (due to his main use is to tame/ combat in pvp) Another idea that would make many love this dino again is a tek saddle with a medium transporter on its back. This would bring a major use for both pve and pvp. Make the saddle unlock with any boss that unlocks transporters. And for the down side, make it have to have element on him and cant be cryoed wirh saddle on him. the tek saddle would make havesting and taming alot more effect without need for random structures everywhere just for transporters. And it being medium size, the really big dinos like stryders and gigas cant really use it.
  14. Please add chunkbase Map loading to both ASE and ASA to reduce lag and load into maps faster.
  15. I would like to make the suggestion for a new official server style which would be a mix of pvp and pve. I'm going to take the example of the game Conan Exiles because I played it a lot and I learned about a pve-conflict mode. For those who haven't played it I'll explain. It's a pve server but between 6:00 p.m. and 11:00 p.m. every day the server becomes partially pvp. We can kill other players, their animals, their slaves and harvest everything they had in their inventory. But the most important thing is that we cannot destroy the buildings under any circumstances. I know that a lot of people were very angry about being killed during these hours of pvp but after all they just have to go play in full pve. I would like wildcard to find a way to make a server in this style because for a person like me who cannot be full time defending my base against offline raids but who would like to be able to pvp it would be a perfect balance . I played 4K hours on average in pvp on Ark and 4K hours in pve. I love the quiet side of pve but I also like the challenge side of pvp but I hate logging in in the evening and finding my base wipe while I was at work after spending several hours building and taming my dinos. And then if people want to connect but don't want to fight for one night they can stay in the comfort of their base and those who want to pvp and just have to go hunting. What do you think?
  16. I feel like using custom art in the creature votes makes it impossible for 95% of people to get past page 2. the top 10 always have amazing art that does not resemble the animal in question at all think of: miracornyx chimerarachne the motobite. i feel like it would be more fair to the majority of the people participating if we were only allowed to use actual reconstructions, fossils and living relatives to make clear what animal you are actually voting for. that means you can still make art but it has to be a scientificly accurate reconstruction and you can make art of their abilities. i think this would level the playing field so that really ANYONE can get their creature into the top 10. This one is for all my homies in page 3-15
  17. Hi Wildcard, as you all know the creature submission for 'The Center' is now live but since it's a long forgotten outdated map along with the dozens of unique creature submissions you can see that the community has levelled up the quality of creatures, and I think this addition of '3' new creatures can definitely revitalize this map once again. I'm suggesting that instead of '1' creature submission for The Center maybe we could get at least '3'. The way people are submitting their concepts seems like they were waiting and preparing for it, you can truly see the passion this community has for the game and for the map. That's why I'm proposing that instead of just 1 creature submission maybe we can get at least '3' specifically just for 'The Center'. I was there when Mr. Frank was creating The Center map Redwood biome, The Cave behind the Waterfall, The Deep Sea Area and the Land Bridge with the Icy part beneath, the Bear Dens and the Underground Expansion on twitch. We love this map and we hope to see more TLC for The Center. Thanks WildCard and Best Regards also to Mr. Frank.
  18. With the upcoming ASA update of Scorched Earth I'm proposing to include some additional Biomes as a GIFT to the player base. Here are some ideas and hope Wild Card can include this, fingers crossed. ☺️ Death Valley / Bone Yard / Graveyard Biome Tar Pits Biome (has Toxic gasses and Tarpit traps) Geyser Fields Biome Underground Ruined City Biome Baobab Tree Biome with Dragon Blood Trees (similar to Redwood Biome but a desert version) Sand Pits and Sand Falls Quicksand Biome (Imagine Sand Hour Glass)
  19. NEW UPDATED CONCEPT ART! General Info Common Name: Crystal Skink Species: Tiliqua Frangens Diet: Crystal Temperament: Ambush/Territorial The real-world Tiliqua Frangens was the largest known Skink that lived between the Pliocene and Pleistocene eras. It was believed to have an elaborately armored back, and lived in Australia. Reference articles: https://www.sci.news/paleontology/tiliqua-frangens-12003.html https://en.wikipedia.org/wiki/Tiliqua_frangens The Crystal Skink is a (very) large Skink that has evolved with the Aberrant Ark and become symbiotic with the crystals that litter the deeper caverns, replacing its natural armor with crystals. While not as strong as a Reaper, it can stand its ground against a Rock Drake. The crystals that litter its back react violently to Charge Light, angering the creature and dramatically increasing its aggression. Design Concept: Artwork created by Gucien C (ArtStation: https://www.artstation.com/gucien/albums/7032945) ABILITIES & FEATURES Combat/Gatherer hybrid Gathers crystal and gems extremely efficiently Has a significant weight reduction for crystal and gems Between Megalania and Rock Drake agility Climb on all surfaces like a Rock Drake Roll like a Roll Rat! (even up vertical surfaces for a limited time!) Highly territorial near crystals and gems in the wild, less aggressive when not in proximity (think "Megatherium around bugs" when around crystals vs "Chalicotherium" when not) Charge Light Buff!! When exposed to Charge Light, the crystals covering the Crystal Skink's body begin to pulse with inner light, and the Skink roars, increasing aggression (wild), speed, and attack power. Reference for scream: Rajang Enrage (0:08-0:12 in video) Environmental Protector Consumes Crystal, Green, Blue, and Red Gems together to project "Crystal Armor" to nearby allied survivors and tames (wild projects to other Crystal Skinks). Crystal Armor lingers for a few moments after protective aura disappears before breaking apart. Crystal Armor reduces incoming damage slightly while protecting from Radiation and temperature, reducing effects of Lava and Liquid Element, and can even protect from the direct heat of the Sun on Aberration's Surface! Can create a Consumable for an increased up-front cost that can be consumed to give temporary Crystal Armor without the Skink's presence Crystal Skink always has the environmental resistances that Crystal Armor provides COMBAT Bite Claw Swipe Tail Smack (hits with crystal club (can inflict Torpor?)) Gathers resources with Tail Ground Pound (Crystal AoE when Crystal is in inventory) Roll Attack can cause lots of damage, but needs space to activate in combat Can bury similar to Reaper or Purlovia, leaving a Crystal formation above the ground (wild or tamed), taking Survivors by surprise TAMING Enraging a Wild Crystal Skink with Charge Light will cause it to become more aggressive, and eventually tire out after a period of time away from Charge Light. When tired, the Skink will lie down for a short time, allowing the crystals to begin to be harvested from its back. Taking the crystals from the Skink will pacify it, allowing it to be ridden. A pacified Crystal Skink must be used to gather more Crystal to regenerate its natural armor, building its bond with the Survivor. PURPOSE The Crystal Skink is a creature intended to solve the issue of Crystal gathering and transportation (especially on Aberration, where the only creature to reduce Crystal weight is a Ravager). This is meant to be a late-game tame that can cause hazards when encountered in the wild, especially if a Survivor is ambushed by a Crystal Skink disguised as a Crystal formation. While not as powerful as a Reaper, it possesses an "alternate" dynamic to the Reaper - being buffed by Charge Light instead of weakened by it. This creature also allows exploration of the Surface during the day - an ability that is currently impossible, and I've always felt would be a fun addition. (Plus glowing crystal armor on its body and projected onto nearby allies! Who doesn't like glowing stuff?!) Real-world recreation of the Tiliqua Frangens I'm more than happy to incorporate feedback for the idea, these are just my initial thoughts on the design. Thanks for reading!
  20. I feel like there should be some sort of manual save for local games? If my storage device disconnects it shuts down my game and I lose all progress since the last autosave, it would be convenient if there was a way to save my game without, yknow, leaving to the main menu. If I’m just being silly and there IS a way to save, someone pls let me know?
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